[GD VII] [Session 1] GM zebeev's PF2-PT-01 - Rose Street Revenge (Inactive)

Game Master zebeev

GameDay VII - August 13th
Maps and Handouts!


1 to 50 of 267 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | next > last >>
Grand Lodge

Maps: |

The Ominous Narrator in the Background:

Nearly a year ago, Absalom fought off an invasion of demonflesh constructs and undead marines remembered as the Fiendflesh Siege, during which the city’s siege lord offered every slave freedom in exchange for their assistance in defending Absalom. Practically overnight, one of the city’s cruelest industries came to an end, and many hundreds of the liberated have since become Absalom’s newest citizens.

Although most have welcomed their manumitted neighbors with open arms, an unidentified serial murderer known only as the Rose Street Killer has systematically slain at least a dozen of these freed people. So far, the city's guards have questioned scores of witnesses and suspects with no luck. The Rose Street Killer remains at large, and one of their most recent targets was Nelfurhin Zor, a former scriptorium slave who had joined the Pathfinder Society shortly after the siege. The Society doesn't normally investigate crimes in Absalom, but Venture-Captain Ambrus Valsin is furious that a Pathfinder agent has gone missing thanks to this criminal. He's assembled a team of agents (you!) to help solve the case. So don't let him down — lives are on the line!

Grand Lodge

Maps: |

Happy Gameday, folks! We're off like a herd o' turtles!

Venture-Captain Ambrus Valsin has sent you all leads in the case of tracking down the Rose Street Killer, the likes of which can be found in the maps and handouts currently on Slide 2 [HERE].

Take a look through the handouts, and choose one of the three leads to follow. (NOTE: I GM PbP by the Rule of Two or Three: In this case, with six PCs, to keep things moving along, if it's not a life-threatening situation, whenever there's a choice to be had, I'll typically leave it to the first three votes in one direction to proceed in that fashion. So with that said, what do you do?


Half-Orc Fighter 1 | AC: 17, TAC: 14 | HP: 21/21 | Fort +5(E), Ref +2(T), Will +3(E) | Speed: 20ft | Perception +3(E)

A fairly well armored, rugged looking Half-Orc stands tall and confident among the front ranks of the group. He travels with nothing but a large greatsword sheathed on his back. He bears tattoos and scars all over his body, likely testimony to the trials and tribulations that has lead him to where he is today. He keeps a stern face all times, but enjoys the casual chat from time to time.

"Might I suggest we immediately take on the scoundrels known as the Bloody Barbers?" He proposes after glancing at the notes.


Character Sheet

On the contrary, retorts the Tien man. I think that is that last place we should go. Let us secure our allies first and due our proper investigation. Confrontation should be our last resort and only when armed with the proper knowledge shall conflict be fruitful rather than folly.

Lifeng votes, kobolds, then guards, then barbers.


Remus frowns. The human's heritage is hard to peg, though there is a bit of andoran and varisan in there somewhere. At his side he carries a set of bagpipes, suggesting that he is probably a bard.

Hate ta agree with the man, but he's right. Getting into the thick of it without backup is a bad idea. Army is only as good as it's logistics. I agree with his plan.


Nomad Goblin Barbarian (Spirit Totem) /1 HP: 16 /20 | TEMPS: 3/3 AC: 16[15] TAC: 14[13] | F:+4, R:+3, W:+2 | Perc: +1 Speed 20ft | Darkvision | Resonance] 2/2 | Active Conditions: Rage: 3/3.

Standing next to the towering Half-Orc, a powerfully built goblin holds themselves in flattering mimicry of the brutish looking warrior. They wear battered scalemail over ill-fitting clothing, with heavy linen wraps over the wrists neck and ankles, clearly hiding something. Across their back is a halberd made from junk with a wicked edge and a thick tree limb reinforced with iron.

Their right hand seems to be stained a dark red,which has also discoloured the grips of their weapons.

"TukTuk of the Red Hand sides with the big man!" the Goblin states with a grin up at Galondor. "Fight now, who needs allies with TukTuk of the Red Hand and Big man!"

Grand Lodge

Maps: |

That's two votes for Snippets and two for Dragons...


Half-Orc Fighter 1 | AC: 17, TAC: 14 | HP: 21/21 | Fort +5(E), Ref +2(T), Will +3(E) | Speed: 20ft | Perception +3(E)

"The small goblin means well. With our combined strength, there is no wall that will not falter!" Galonor adds to the conversation while clenching his hands, raising them slightly towards his face.


Male Half-elf Sorcerer 5 | AC: 15, TAC: 14 | HP: 13/18 | Fort +2(t), Ref +5(e), Will +3(e) | Speed: 25ft | Perception +3(e)

A slight gnome dressed in leather armor stands with the others, his movements showing an easy grace. He carries multiple weapons, most notably a rapier at his belt and a crossbow on his back. He loops his thumbs into his waistband. "Much as I don't like the idea of going to the sewers," he squeaks, "I'm with those two. Having more eyes and ears on our side can make a crucial difference."

Mellikim votes Sewer Dragons.

Grand Lodge

Maps: |

Dragons it is, then!

You set off towards the sewer drain that a Society liaison directed you to, and the foul stench that emanates from the opening brings tears to your eyes, but quickly fades away as you venture towards the cramped operating base of the Sewer Dragons, a kobold tribe that has a pact of mutual understanding with the Pathfinder Society. By backing the Sewer Dragons’ territorial conflicts in the massive sewer system underneath Absalom, the Society is given reports on any activities that may have otherwise gone unnoticed underneath the city.

As per V.C. Valsin’s letter, you’ve been tasked with making contact with the Dragons’ tribal leader to see if the tribe has came across anything suspicious lately. Rounding a corner, you notice a distinct lack of light, save for the orange-red streaks from a campfire, and what little daylight bleeds from grates in the surface above. The cavernous way forward is almost pitch black.

Dragonspeaker Engashez gesticulates wildly while pacing within the tight confines of a foul-smelling side chamber in the sewers. The energetic and elaborately attired kobold strides around a deep circular pit in the center of this chamber, waving her hands to accent her ongoing speech.

”Bandits! Intruders! Not-true dragons! These new kobolds, these so-called ‘Dragon Sharks’, are a blight upon the Sewer Dragons’ dominion of Absalom’s most grand sewer-ways! They cannot be allowed to continue their intrusion into our territory and must be stopped. You will help us, yes? The Pathfinders have always proven to be firm allies in the past, and it’s time our allies made their presence known in these sewers.”

Engashez looks down into the out-of-place pit, a hint of disappointment in her eyes. ”Especially after one of our other allies decided to wander off!” She then looks up and nods her head vigorously. ”Yes, you can go with Fazgyn. Trap the Dragon Sharks between two sides and crush them for the glory of the Sewer Dragons and Chief Yiddlepode!”

(GM TRANSPARENCY NOTE: There's no specific mention of light levels in the environment for this quest, but given there's flavour text that specifically mentions kobolds' darkvision and their favoured living conditions, they'd have no use for light save for the odd campfires -- it'd most certainly be dark. If you don't have a source of light and require one, the Sewer Dragon's encampment will gladly give you one for free [10 are 1cp, so I'm not even bothering with paying for it), or they have some lanterns they've no use for but they'd be willing to sell you. (10 sp for a Bull’s-eye, 7sp for a Hooded one.)


Nomad Goblin Barbarian (Spirit Totem) /1 HP: 16 /20 | TEMPS: 3/3 AC: 16[15] TAC: 14[13] | F:+4, R:+3, W:+2 | Perc: +1 Speed 20ft | Darkvision | Resonance] 2/2 | Active Conditions: Rage: 3/3.

As we left

Shrugging as the Gnome makes the decision for allies and happily strides towards the indicated sewer grate, falling in step with the lightly armoured Gnome and straightening up to try and seem taller. ”So, what are we doing?” TukTuk asks absent mindedly.

In the Sewers

Relishing the dark and damp place, TukTuk grins up at the Kobold chieftain, standing proud and trying to look tough. They listen to the speech given by Engashez and nod along, as if listening. Finally when they finish, the Goblin claps their hands.

”A Dragon shark? Cool! Wait what’s a dragon shark?” they ask enthusiastically at Galondor.


Remus touches his bagpipes and gives it a glowing touch of magic light as they enter the dark sewers. He listens to the kobold chief rant and nods.

Get 'em in the good old pincer. Sounds like a plan to me. Let's meet up with this Fazgyn fella quickly.


Character Sheet

As they enter the darkened sewers, Lifeng invokes a light cantrip on one of his javelins, lighting his way as it protrudes from its quiver.

Upon hearing the kobold's tale, Lifeng lets out an audible sigh. "Fighting for territory. I know it well. The history of Tien Xia has been colored in the blood of invaders from without and within all fighting for the best lands and the bounty they hold. I assume any attempt at a peaceful resolution has been rebuffed?


Male Half-elf Sorcerer 5 | AC: 15, TAC: 14 | HP: 13/18 | Fort +2(t), Ref +5(e), Will +3(e) | Speed: 25ft | Perception +3(e)

"Oh, don't worry, my little friend," Mellikim assures TukTuk, while also standing up as straight as he can to try and seem the taller of the two. "I imagine it's just the name they gave themselves. They're probably just normal kobolds, and," he adds with a praising glance at Dragonspeaker Engashez, "not nearly as competent as the Sewer Dragons."

Grand Lodge

Maps: |
TukTuk wrote:
"A Dragon shark? Cool! Wait what’s a dragon shark?"

The Dragonspeaker lets out a sharp hiss and spits into the small nearby campfire, which hisses back when her saliva touches the hot coals. "They’re

kobolds from the other side of Kortos. They’ve come here trying to push their way into our territory, thinking sewers and coasts are the same. We’ll show them that no one intrudes on Sewer Dragons’ domain!"

Lifeng wrote:
"... I assume any attempt at a peaceful resolution has been rebuffed?"

Engashez laughs at the mention of a peaceful resolution. "Those snake-kin ruined any chance of talk after setting up an outpost on our territory. They are invaders, and should be routed from our majestic tunnels. We can’t let that insult pass. You go with Fazgyn and stab them out of here. Be careful though. Some scouts say one of the Dragon Sharks is magic-blooded, but luckily nowhere near the skills of Varanog and our other great dragon-blooded!"

Mellikim, the Wild Shadow wrote:
"Oh, don't worry, my little friend," Mellikim assures TukTuk, while also standing up as straight as he can to try and seem the taller of the two. "I imagine it's just the name they gave themselves. They're probably just normal kobolds, and," he adds with a praising glance at Dragonspeaker Engashez, "not nearly as competent as the Sewer Dragons."

The Dragonspeaker displays a zigzagged grin. "This one is wise! It would be flatter-speak if it weren't the truth! Ha! Sewer Dragons!" she roars, and the assembly of kobolds in the camp respond in kind.

At this point, anyone can make me a Society or Lore (underworld ) check to Recall Knowledge about kobolds.
(Reminder: Unlike PF1, you can attempt Knowledge skills untrained without issue, no DC 10 or below stipulation. (pg. 157))


Character Sheet

Perhaps kobold society was different from human society. Perhaps it was not so different after all.

Society: 1d20 ⇒ 17

Grand Lodge

Maps: |

(Forgot the results!)

DC 10+:
Kobolds are small reptilian humanoids that often inhabit deep forests or underground areas with little sun, largely because kobolds’ eyes are sensitive to bright light.

DC 14+:
Kobolds love to engineer traps. As most other humanoid creatures are far more physically powerful than a kobold, most kobold tribes line their camps with countless traps to even the odds against intruders.

DC 18+:
Kobolds tend to follow the most powerful member of their tribe or scouting party. Defeating the leader often causes the remaining kobolds to panic and lose combat cohesiveness. Spellcasters often take leadership roles among kobolds by citing a lineage going back to a true dragon.


Character Sheet

"I assume you have placed traps to try to keep these invaders out of your territory. Is there anything we should look for to help us stay clear of your traps?"


Male Half-elf Sorcerer 5 | AC: 15, TAC: 14 | HP: 13/18 | Fort +2(t), Ref +5(e), Will +3(e) | Speed: 25ft | Perception +3(e)

Society: 1d20 + 1 ⇒ (11) + 1 = 12
Not much help there.


Half-Orc Fighter 1 | AC: 17, TAC: 14 | HP: 21/21 | Fort +5(E), Ref +2(T), Will +3(E) | Speed: 20ft | Perception +3(E)

After spending all his riches on his weapon and armor, Galonor has none left to spare and picks up a torch. "The name Dragon Sharks would suggest something more terrifying than a kobold surely! These creatures must have the head of a shark but wings and feet of a dragon I would imagine." The half-orc nods, sure of himself in his conclusion as they group wander deeper into the sewers.

Society (U): 1d20 + 0 + 1 - 2 ⇒ (9) + 0 + 1 - 2 = 8
Lore (U): 1d20 + 0 + 1 - 2 ⇒ (14) + 0 + 1 - 2 = 13

For playtest, I decided to just format all my rolls in this manner to help me understand the modifiers properly. (Ability score+level+proficiency modifier)

Grand Lodge

Maps: |
Lifeng Hwang wrote:
"I assume you have placed traps to try to keep these invaders out of your territory. Is there anything we should look for to help us stay clear of your traps?"

"Aside from the possible entrances from the outside to our tunnels, we haven't trapped the way - anything you encounter would be the work of the Dragon Sharks. Shoddy, terrible traps, I'm sure. Where traps are concerned, there is only Fazgyn."

There is footsteps behind you, and the Dragonspeaker smiles. "Speak the vine's name, and it may yet bear fruit! Fazgyn, what did you make of the intruders in your scouting?"

A half dozen kobold scouts and trappers enter the side chamber. Fazgyn, their leader, greets Engashez then shrugs a pack of supplies off of his wiry shoulders.

"They are a decent number, but manageable. Worry not, for we've scratched out a plan." The short crimson-scaled reptilian nods in your direction. "And you must be the newest batch of Pathfinders sent to help us clear out those wretched Dragon Sharks!" the five other kobolds under his command grumble amongst themselves at his words. "Name’s Fazgyn, best trapper in the Sewer Dragons. These ones?" he says, jabbing a clawed thumb behind him to the others, "... these whelps aren’t important enough to learn their names." He brandishes a jagged smile that looks like a half-split zipper. "Just know they’re ready to chase those Dragon Sharks off our turf. We’ll lead you to where they’ve set up their forward outpost, then we’ll split off into the tunnels to flank them and cut off their escape. Then you drive in and put them to the sword, yes?"

Fazgyn stretches his back, then opens his satchel. He grabs a few mechanical components from a nearby chest, then stuffs them into his pack. "I overheard one of you talking of kobold traps! I don’t want you lot sliced up and full of holes before we get to the hard work!”

He eyes Mellikim up, and squints his eyes. "... hmmm… you, on the other hand… you look like the wily type. Let’s see if you can follow along."

GM NOTE: This is largely a tutorial section that probably works smooth at a table, but seems like it'd be pretty stilted in PbP. So I've created a handy slide that's currently first up in the Maps and Handouts to avoid a wall of text.

As you prepare to leave down the sluiceways, Fazgyn speaks once more. "Okay, final check - everyone outfitted for action?"


Half-Orc Fighter 1 | AC: 17, TAC: 14 | HP: 21/21 | Fort +5(E), Ref +2(T), Will +3(E) | Speed: 20ft | Perception +3(E)

As it becomes evidently clear that it is in fact, kobolds and not real "dragon sharks", Galonor lets out a huge sigh in disappointment.

Reaching for his greatsword, the half-orc holds It tightly in one hand and rest it above his shoulders as he holds on to a lit torch on the other. "I am indeed ready to take on these fake dragon sharks."

As they wander in, he keep his eye out for anything of the unusual.

Perception (E): 1d20 + 1 + 1 + 1 ⇒ (13) + 1 + 1 + 1 = 16


Nomad Goblin Barbarian (Spirit Totem) /1 HP: 16 /20 | TEMPS: 3/3 AC: 16[15] TAC: 14[13] | F:+4, R:+3, W:+2 | Perc: +1 Speed 20ft | Darkvision | Resonance] 2/2 | Active Conditions: Rage: 3/3.

TukTuk swells their chest as the Kobold chieftain mentions the hated Dragon Sharks, but then deflates slightly as the realisation dawns that it is just orher Kobolds and not some mythical beast. ”Oh, right. I wanted a Dragon Shark cloak...” they sigh, pouting.

Setting off after the Big man and the trapmaster, taking the higher ground where possible to be taller than Mellikim, TukTuk keeps their eyes sharp, their natural dark-sight piercing the gloom.

society: 1d20 - 1 ⇒ (2) - 1 = 1

”TukTuk of the Red hand don’t know nothing!”

perception: 1d20 + 1 ⇒ (15) + 1 = 16


Just so you know, I am totally stealing that for my run of this. :P

Remus walks behind the more beefy members, keeping his own eyes on things.

Perception: 1d20 + 2 ⇒ (1) + 2 = 3


- INACTIVE - (playtest character)

lore (underworld), untrained: 1d20 ⇒ 14

Is anyone else providing light?

The lean, athletic, Varisian woman with short cropped hair keeps her thoughts to herself as she follows along. She wears a leather jerkin, a shortbow, some starknives, and other assorted blades. She looks like she knows her way around each of them. As the party ventures into the sewers, she pulls a scarf up over all of her face but the eyes. Once they set out after the Dragon Sharks, she draws her bow and nocks an arrow. She tries to stay back behind the others, darting from corner to corner in hopes of being unnoticed by any potential foes.

Grand Lodge

Maps: |

The walkways in the sewers are about 15’ in width, with 5’ wide walkways on both sides of a 5’ wide stream of... well, you know... sewage. The walkways are slightly wet, but do not impede you in your travels at all.

GM NOTE: At this point, we're in PF2's Exploration Mode, so I’ll need to know the following:

• What Tactic are you using while traversing through the sewer tunnels on your way to the Dragon Sharks’ encampment?

• What is your preferred marching order while doing so? The walkways are only 5 feet wide, so that means it’ll be single file. So let me know what position you wish to be, from 1st (front) to 6th (back).

For example, given Galonor, TukTuk and Remus' intent to watch out for anything unusual, they'd likely want to use the Searching tactic. If there's anything out of the ordinary, they'll get a Perception check to potentially spot it. Normally one party member searching for traps and other danger would slow the party down to a crawl, but if multiple members of the party use the Searching tactic, movement can speed back up to a regular pace. More eyes on the prize = better chance at success.

(The various Exploration tactics can be found on page 316-317 in the Playtest Rulebook.)


- INACTIVE - (playtest character)

Muriel is sneaking, as described in my last post. Though she could be persuaded to help in searching instead.


Half-Orc Fighter 1 | AC: 17, TAC: 14 | HP: 21/21 | Fort +5(E), Ref +2(T), Will +3(E) | Speed: 20ft | Perception +3(E)

Those are pages I have not yet covered! Thanks for pointing that out. It would make sense that Galonor is indeed Searching. Let me know if you need me to roll again perception, but Galonor is meticulous enough that he would slow down to check thoroughly every nook and cranny if need be.


Nomad Goblin Barbarian (Spirit Totem) /1 HP: 16 /20 | TEMPS: 3/3 AC: 16[15] TAC: 14[13] | F:+4, R:+3, W:+2 | Perc: +1 Speed 20ft | Darkvision | Resonance] 2/2 | Active Conditions: Rage: 3/3.

TukTuk looks down at the sewage, about to hop in when they realise it might drown them, instead the push their way towards the front of the travelling group, keeping an eye out.

TukTuk will go for the front or second position and is indeed searching


Remus will Search as they travel, traveling at the back of the group to allow the more sneaky and more war capable of the group leading.

If allowed, Remus will also give a quick blast on his bagpipes to give everyone a little bit of a pick me up before we go, casting guidance on each party member in turn.

Sadly, guidance now Bolsters you against it, so no guidance spam. :(


Character Sheet

Lifeng is happy to take a middle to rear position.

GM, would you consider allowing warfare lore to allow Lifeng to look for tactically advantageous places for enemies to stage an ambush? It has the same modifier as my perception score so I could default to searching if the lore is not relevant, but thought maybe trying to explore another option (investigating) could be interesting (but it may be something the adventure didn't consider).


Male Half-elf Sorcerer 5 | AC: 15, TAC: 14 | HP: 13/18 | Fort +2(t), Ref +5(e), Will +3(e) | Speed: 25ft | Perception +3(e)

Since we know kobolds are wanton trapmakers, Mellikim should probably be in front. (I did take Trap Finder, luckily enough, so +1 on Perception to find traps.)

Mellikim will be Searching.

Grand Lodge

Maps: |

@Remus: Guidance only lasts a round, so every 10-15 feet of travel, it would require a re-cast. This falls under the Casting a Spell tactic, which is fatiguing after 10 minutes. You can certainly do so, but you'd be concentrating on casting guidance and not actively searching alongside the others - +1 to their Perception rolls might not be as good as making one yourself. Your call. :)
@Lifeng: Good alternative thinking. I'd say that you can make the Lore roll in lieu of a Perception roll, but as you said, it's the same modifier, so not necessarily an advantage.

Searching:
Mellikim: 1d20 + 3 + 1 ⇒ (7) + 3 + 1 = 11
TukTuk: 1d1 + 1 ⇒ (1) + 1 = 2
Galonor: 1d20 + 3 ⇒ (16) + 3 = 19

Galonor spots something in the stonework a couple lengths ahead. Fazgyn calls out from the other walkway parallel to you in a hushed tone so as to not have his voice carry down the tunnels. "Good eyes! Looks like they're trying to cover up a pit with a trap-door there; you'll have to get around it somehow. If you're nimble, you can remove the door to reveal the pit, or try breaking down the false floor if that doesn't work. Then you'll know where to step to get around it!"

You know that a few steps ahead, there is edge of a pit that is currently obscured by a false floor. What do you do?


Half-Orc Fighter 1 | AC: 17, TAC: 14 | HP: 21/21 | Fort +5(E), Ref +2(T), Will +3(E) | Speed: 20ft | Perception +3(E)

Tried posting earlier but site wasn't having any of it!

Galonor takes the front as a brave half-orc of his stature would. Turning then to his companions, he asks, "Anyone nimble? Or should I break this apart?"


I say smash it.

Remus suggests.


Character Sheet

You may borrow my weapon if you thing the long haft would keep you away from danger, Galonor.

I have a glaive if you'd rather use that for its reach.


Half-Orc Fighter 1 | AC: 17, TAC: 14 | HP: 21/21 | Fort +5(E), Ref +2(T), Will +3(E) | Speed: 20ft | Perception +3(E)

"Much thanks Lifeng." Galonor accepts the glaive and attempts to break open the false floor. Putting all his strength into the weapon, he forces it upon the flooring.

Break Open Action
Athletics S (T): 1d20 + 4 + 1 + 0 ⇒ (3) + 4 + 1 + 0 = 8


Character Sheet

Lifeng raises an eyebrow at the clumsy strike. "I assume he knows how to use the weapon. Maybe I was wrong?"

Grand Lodge

Maps: |

Ehhhh, given it's just an inanimate object with low hardness, Galonor could essentially take 20 on the check - given enough time, he'd eventually succeed.

It takes Galonor a single chop with Lifeng's glaive to split the plank in half, sending the loose rocks and dust that covered the makeshift platform in the air, and ultimately tumbling down roughly two stories into the pit below.

This leaves a 10 foot wide pit to traverse.

I'm assuming everyone's land speed is at least 15 feet? If so, you can avoid this dastardly first trap by simply hopping over the gap with the Leap action, no Athletics rolls necessary.

"Very astute! A simple trap means a simple method of disabling it! Now quickly, hop over it and let's carry on!"

After traversing the pitfall trap that the Dragon Sharks rigged up, you come to a junction in the sluiceways. A rush of foul, brackish water falls from a drain leading down from the surface.

"This looks like the spot…" says Fazgyn. "... we’re close to the where those filthy Dragon Sharks’ve set up their outpost." He shrugs off his pack once more, and hands out various tools to the kobolds under his command. "Now, we split up from here on out – you head down this path, and we Sewer Dragons will take the other. If we hit them separately, we split their attention, yes? Keep them confused and running from place to place. Hammer and anvil!"

Fazgyn lets out another toothy grin. "See you on the other side, just make sure you’re stabbing the right kobolds - those ugly Sharks, not us pretty Sewer Dragons! Hahahaha!" That elicits a chuckle from his party, which is quickly shushed by Fazgyn himself. The Sewer Dragons begin down the branching path, and as they fade into the shadows, Fazgyn shouts over his shoulder. "Remember, be on the lookout for traps!"

The ceilings in this area are 10 feet high from the walkways, and the canals (though filled with foul, murky fluid) don't to much but impede your movement, as they are about 4 feet deep.

You're getting close to where Fazgyn expects the Dragon Sharks to be, so with that, you might consider changing up your Exploration Tactics.

GM NOTE: Remember that it can be hard for the group to avoid detection unless all of the PCs are using the sneaking tactic, but it's also hard to spot anything but obvious hazards if nobody’s searching.

This is where a rogue with the Trap Finder feat shines, as they can effectively do both at the same time.

We’ll keep the same marching order unless otherwise specified. What do you do?


Male Half-elf Sorcerer 5 | AC: 15, TAC: 14 | HP: 13/18 | Fort +2(t), Ref +5(e), Will +3(e) | Speed: 25ft | Perception +3(e)

Huh. So I can essentially be Sneaking and Searching at the same time? Cool!

Knowing that the group is closing in on the enemy kobolds, Mellikim moved to the wall and makes sure to tread lightly.

Sneaking with a +5 Stealth. I've looked through the book and can't find any mention of other bonuses-- at level 1 it's really just my Dex my level + Dex, right? Can't become expert yet, no benefit of being Small.

Grand Lodge

Maps: |

Yup! With a single rogue with the Trap Finder rogue feat, the entire party can be stealthy, and you at least get the one chance to notice any traps. Of course, the more people looking, the better...

Playtest Rulebook, Pg. 121 wrote:
"... Even if you aren’t searching, you still get a check to find traps if you are trained or better in Stealth... "


Half-Orc Fighter 1 | AC: 17, TAC: 14 | HP: 21/21 | Fort +5(E), Ref +2(T), Will +3(E) | Speed: 20ft | Perception +3(E)

Galonor is not really good at sneaking, not is he holding a shield (so defending won't do.) He'll continue Searching.

"Let's keep an eye out for these fake shark dragons." Galonor continues to progress forward cautiously with his weapon held high.

Perception (E): 1d20 + 1 + 1 + 1 ⇒ (4) + 1 + 1 + 1 = 7


Character Sheet

Lifeng keeps searching for signs of danger.

Perception: 1d20 + 2 ⇒ (13) + 2 = 15


Remus goes forward, keeping his eyes peeled and ready for things to get dangerous.

Perception: 1d20 + 2 ⇒ (2) + 2 = 4


Nomad Goblin Barbarian (Spirit Totem) /1 HP: 16 /20 | TEMPS: 3/3 AC: 16[15] TAC: 14[13] | F:+4, R:+3, W:+2 | Perc: +1 Speed 20ft | Darkvision | Resonance] 2/2 | Active Conditions: Rage: 3/3.

"Ooh, you can smash them that easy? Good big man!"

TukTuk thinks about sneaking but moves awkwardly through the sewer, their armour and weapons making it difficult to keep their footing light. Drawing their horsechopper, he grips it tightly and keeps their eyes peeled.

TukTuk will search

Perception: 1d20 + 1 ⇒ (15) + 1 = 16


Male Half-elf Sorcerer 5 | AC: 15, TAC: 14 | HP: 13/18 | Fort +2(t), Ref +5(e), Will +3(e) | Speed: 25ft | Perception +3(e)

Stealth: 1d20 + 5 ⇒ (16) + 5 = 21
Perception: 1d20 + 4 ⇒ (15) + 4 = 19 +1 for traps

I forgot to add my level to everything before, so my Perception should have been 1 higher.


- INACTIVE - (playtest character)

Muriel is less concerned with the entire party being unnoticed and more focused on trying to be unnoticed in the back. If they don't know she's there she may get a sneak attack in even though the others are seen.

Grand Lodge

Maps: |

Being at the point of the party, Mellikim is keen to keep silent. He does so with grace, and upon approaching the junction that leads to where the Dragon Shark's supposed outpost will be, he notices something out of place.

Two stone tiles in front of him are raised ever-so-slightly an inch or so higher than the other stones the group has been walking on. When he stops to take a look, his eyes slowly follow a path towards the wall, where he sees a socket in the wall - likely loaded with a projectile.

You've spotted a trap. What do you do?


Male Half-elf Sorcerer 5 | AC: 15, TAC: 14 | HP: 13/18 | Fort +2(t), Ref +5(e), Will +3(e) | Speed: 25ft | Perception +3(e)

Looks like the posting's back on!
Thievery (Disable): 1d20 + 5 ⇒ (7) + 5 = 12

Grand Lodge

Maps: |

Testing, testing...

Mellikim looks to disable the pressure plate, but it looks slightly different from any he's dealt with in the past. Perhaps a second opinion would help?

If any one is at least trained in Thievery, feel free to make an Aid reaction, or attempt a roll of your own.

1 to 50 of 267 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / [GD VII] [Session 1] GM zebeev's PF2-PT-01 - Rose Street Revenge - Gameplay All Messageboards

Want to post a reply? Sign in.